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{\comment begin body}
{\info 
{\title {\comment GPU Neural Networks Reference Manual {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
1.0 beta \par
}}GPU Neural Networks}
{\comment Generated byDoxgyen. }
{\creatim \yr2007\mo7\dy2\hr23\min42\sec52}
}\pard\plain 
\sectd\pgnlcrm
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\vertalc\qc\par\par\par\par\par\par\par
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{\field\fldedit {\*\fldinst TITLE \\*MERGEFORMAT}{\fldrslt TITLE}}\par
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\par
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\pard\plain \s16\qc\sa60\widctlpar\outlinelevel1\adjustright \f1\cgrid 
{\field\fldedit {\*\fldinst AUTHOR \\*MERGEFORMAT}{\fldrslt AUTHOR}}\par
Version 1.0 beta\par{\field\fldedit {\*\fldinst CREATEDATE \\*MERGEFORMAT}{\fldrslt CREATEDATE}}\par
\page\page\vertalt
\pard\plain 
\s1\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs36\kerning36\cgrid Table of Contents\par
\pard\plain \par
{\field\fldedit {\*\fldinst TOC \\f \\*MERGEFORMAT}{\fldrslt Table of contents}}\par
\pard\plain 

\pard\plain \sect\sbkpage
\s1\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs36\kerning36\cgrid 
GPU Neural Networks Namespace Index\par \pard\plain 
{\tc \v Namespace Index}
\pard\plain \s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
GPU Neural Networks Package List\par \pard\plain 
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid Here are the packages with brief descriptions (if available):}
{
\pard\plain \s71\li360\sa27\sb27\widctlpar\tqr\tldot\tx8640\adjustright \fs20\cgrid 
{\b {\b D3D } } \tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAN \\*MERGEFORMAT}{\fldrslt pagenum}}
\par
{\b {\b GPU_NN} } \tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAO \\*MERGEFORMAT}{\fldrslt pagenum}}
\par
{\b {\b GPU_NN.Properties} } \tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAP \\*MERGEFORMAT}{\fldrslt pagenum}}
\par
{\b {\b Microsoft.DirectX} } \tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAQ \\*MERGEFORMAT}{\fldrslt pagenum}}
\par
{\b {\b Microsoft.DirectX.Direct3D} } \tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAR \\*MERGEFORMAT}{\fldrslt pagenum}}
\par
{\b {\b System} } \tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAS \\*MERGEFORMAT}{\fldrslt pagenum}}
\par
{\b {\b System.Collections} } \tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAT \\*MERGEFORMAT}{\fldrslt pagenum}}
\par
{\b {\b System.Collections.Generic} } \tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAU \\*MERGEFORMAT}{\fldrslt pagenum}}
\par
{\b {\b System.ComponentModel} } \tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAV \\*MERGEFORMAT}{\fldrslt pagenum}}
\par
{\b {\b System.Data} } \tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAW \\*MERGEFORMAT}{\fldrslt pagenum}}
\par
{\b {\b System.Drawing} } \tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAX \\*MERGEFORMAT}{\fldrslt pagenum}}
\par
{\b {\b System.Text} } \tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAY \\*MERGEFORMAT}{\fldrslt pagenum}}
\par
{\b {\b System.Windows.Forms} } \tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAZ \\*MERGEFORMAT}{\fldrslt pagenum}}
\par
{\b {\b System.Xml} } \tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAABA \\*MERGEFORMAT}{\fldrslt pagenum}}
\par
\par
}
\pard\plain \sect\sbkpage
\s1\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs36\kerning36\cgrid 
GPU Neural Networks Hierarchical Index\par \pard\plain 
{\tc \v Hierarchical Index}
\pard\plain \s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
GPU Neural Networks Class Hierarchy\par \pard\plain 
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid This inheritance list is sorted roughly, but not completely, alphabetically:}
{
\pard\plain \s71\li360\sa27\sb27\widctlpar\tqr\tldot\tx8640\adjustright \fs20\cgrid 
Form\tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAG \\*MERGEFORMAT}{\fldrslt pagenum}}
{
\pard\plain \s72\li720\sa24\sb24\widctlpar\tqr\tldot\tx8640\adjustright \fs20\cgrid 
GPU_NN.WinForm\tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAM \\*MERGEFORMAT}{\fldrslt pagenum}}
}ApplicationSettingsBase\tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAH \\*MERGEFORMAT}{\fldrslt pagenum}}
{
\pard\plain \s72\li720\sa24\sb24\widctlpar\tqr\tldot\tx8640\adjustright \fs20\cgrid 
GPU_NN.Properties.Settings\tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAL \\*MERGEFORMAT}{\fldrslt pagenum}}
}GPU_NN.Link\tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAI \\*MERGEFORMAT}{\fldrslt pagenum}}
GPU_NN.myownvertexformat\tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAJ \\*MERGEFORMAT}{\fldrslt pagenum}}
GPU_NN.Node\tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAK \\*MERGEFORMAT}{\fldrslt pagenum}}
}
\pard\plain \sect\sbkpage
\s1\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs36\kerning36\cgrid 
GPU Neural Networks Class Index\par \pard\plain 
{\tc \v Class Index}
\pard\plain \s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
GPU Neural Networks Class List\par \pard\plain 
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid Here are the classes, structs, unions and interfaces with brief descriptions:}
{
\pard\plain \s71\li360\sa27\sb27\widctlpar\tqr\tldot\tx8640\adjustright \fs20\cgrid 
\par
{\b {\b Form} } \tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAG \\*MERGEFORMAT}{\fldrslt pagenum}}
\par
{\b {\b ApplicationSettingsBase} } \tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAH \\*MERGEFORMAT}{\fldrslt pagenum}}
\par
{\b {\b GPU_NN.Link} } \tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAI \\*MERGEFORMAT}{\fldrslt pagenum}}
\par
{\b {\b GPU_NN.myownvertexformat} ({\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Structure Description: The structure here is defined so that when passing a vertex we know exactly what the form of the vertex actually looks like })} \tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAJ \\*MERGEFORMAT}{\fldrslt pagenum}}
\par
{\b {\b GPU_NN.Node} } \tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAK \\*MERGEFORMAT}{\fldrslt pagenum}}
\par
{\b {\b GPU_NN.Properties.Settings} } \tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAL \\*MERGEFORMAT}{\fldrslt pagenum}}
\par
{\b {\b GPU_NN.WinForm} ({\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method sets all the default information for our form and how to display it. it also sets up our device and vertexbuffer so that there are no unset variables })} \tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAM \\*MERGEFORMAT}{\fldrslt pagenum}}
\par
\par
}
\pard\plain \sect\sbkpage
\s1\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs36\kerning36\cgrid 
GPU Neural Networks File Index\par \pard\plain 
{\tc \v File Index}
\pard\plain \s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
GPU Neural Networks File List\par \pard\plain 
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid Here is a list of all files with brief descriptions:}
{
\pard\plain \s71\li360\sa27\sb27\widctlpar\tqr\tldot\tx8640\adjustright \fs20\cgrid 
\par
{\b My Documents/Visual Studio 2005/Projects/GPU_NN_vs2005/GPU_NN/{\b GPU_NN.cs} } \tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAA \\*MERGEFORMAT}{\fldrslt pagenum}}
\par
{\b My Documents/Visual Studio 2005/Projects/GPU_NN_vs2005/GPU_NN/{\b Link.cs} } \tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAD \\*MERGEFORMAT}{\fldrslt pagenum}}
\par
{\b My Documents/Visual Studio 2005/Projects/GPU_NN_vs2005/GPU_NN/{\b Node.cs} } \tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAE \\*MERGEFORMAT}{\fldrslt pagenum}}
\par
{\b My Documents/Visual Studio 2005/Projects/GPU_NN_vs2005/GPU_NN/Properties/{\b Settings.Designer.cs} } \tab {\field\fldedit {\*\fldinst PAGEREF AAAAAAAAAF \\*MERGEFORMAT}{\fldrslt pagenum}}
\par
\par
}\sect \sbkpage \pgndec \pgnrestart
\sect \sectd \sbknone
{\footer \s29\widctlpar\tqc\tx4320\tqr\tx8640\qr\adjustright \fs20\cgrid {\chpgn}}

\pard\plain \sect\sbkpage
\s1\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs36\kerning36\cgrid 
GPU Neural Networks Namespace Documentation\par \pard\plain 
\pard\plain \s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
Package D3D \par \pard\plain 
{\tc\tcl2 \v D3D }
{\xe \v D3D }
{\bkmkstart AAAAAAAAAN}
{\bkmkend AAAAAAAAAN}
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid \par
}
\par \pard\plain 

\pard\plain \sect\sbkpage
\s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
\pard\plain \s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
Package GPU_NN\par \pard\plain 
{\tc\tcl2 \v GPU_NN}
{\xe \v GPU_NN}
{\bkmkstart AAAAAAAAAO}
{\bkmkend AAAAAAAAAO}
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid \par
}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Classes\par
\pard\plain 

{
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
struct {\b myownvertexformat}\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Structure Description: The structure here is defined so that when passing a vertex we know exactly what the form of the vertex actually looks like. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
class {\b WinForm}\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method sets all the default information for our form and how to display it. it also sets up our device and vertexbuffer so that there are no unset variables. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
class {\b Link}\par
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
class {\b Node}\par
}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Packages\par
\pard\plain 

{
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
package {\b Properties}\par
}
\par \pard\plain 

\pard\plain \sect\sbkpage
\s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
\pard\plain \s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
Package GPU_NN.Properties\par \pard\plain 
{\tc\tcl2 \v GPU_NN.Properties}
{\xe \v GPU_NN.Properties}
{\bkmkstart AAAAAAAAAP}
{\bkmkend AAAAAAAAAP}
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid \par
}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Classes\par
\pard\plain 

{
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
class {\b Settings}\par
}
\par \pard\plain 

\pard\plain \sect\sbkpage
\s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
\pard\plain \s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
Package Microsoft.DirectX\par \pard\plain 
{\tc\tcl2 \v Microsoft.DirectX}
{\xe \v Microsoft.DirectX}
{\bkmkstart AAAAAAAAAQ}
{\bkmkend AAAAAAAAAQ}
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid \par
}
\par \pard\plain 

\pard\plain \sect\sbkpage
\s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
\pard\plain \s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
Package Microsoft.DirectX.Direct3D\par \pard\plain 
{\tc\tcl2 \v Microsoft.DirectX.Direct3D}
{\xe \v Microsoft.DirectX.Direct3D}
{\bkmkstart AAAAAAAAAR}
{\bkmkend AAAAAAAAAR}
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid \par
}
\par \pard\plain 

\pard\plain \sect\sbkpage
\s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
\pard\plain \s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
Package System\par \pard\plain 
{\tc\tcl2 \v System}
{\xe \v System}
{\bkmkstart AAAAAAAAAS}
{\bkmkend AAAAAAAAAS}
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid \par
}
\par \pard\plain 

\pard\plain \sect\sbkpage
\s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
\pard\plain \s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
Package System.Collections\par \pard\plain 
{\tc\tcl2 \v System.Collections}
{\xe \v System.Collections}
{\bkmkstart AAAAAAAAAT}
{\bkmkend AAAAAAAAAT}
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid \par
}
\par \pard\plain 

\pard\plain \sect\sbkpage
\s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
\pard\plain \s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
Package System.Collections.Generic\par \pard\plain 
{\tc\tcl2 \v System.Collections.Generic}
{\xe \v System.Collections.Generic}
{\bkmkstart AAAAAAAAAU}
{\bkmkend AAAAAAAAAU}
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid \par
}
\par \pard\plain 

\pard\plain \sect\sbkpage
\s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
\pard\plain \s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
Package System.ComponentModel\par \pard\plain 
{\tc\tcl2 \v System.ComponentModel}
{\xe \v System.ComponentModel}
{\bkmkstart AAAAAAAAAV}
{\bkmkend AAAAAAAAAV}
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid \par
}
\par \pard\plain 

\pard\plain \sect\sbkpage
\s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
\pard\plain \s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
Package System.Data\par \pard\plain 
{\tc\tcl2 \v System.Data}
{\xe \v System.Data}
{\bkmkstart AAAAAAAAAW}
{\bkmkend AAAAAAAAAW}
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid \par
}
\par \pard\plain 

\pard\plain \sect\sbkpage
\s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
\pard\plain \s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
Package System.Drawing\par \pard\plain 
{\tc\tcl2 \v System.Drawing}
{\xe \v System.Drawing}
{\bkmkstart AAAAAAAAAX}
{\bkmkend AAAAAAAAAX}
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid \par
}
\par \pard\plain 

\pard\plain \sect\sbkpage
\s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
\pard\plain \s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
Package System.Text\par \pard\plain 
{\tc\tcl2 \v System.Text}
{\xe \v System.Text}
{\bkmkstart AAAAAAAAAY}
{\bkmkend AAAAAAAAAY}
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid \par
}
\par \pard\plain 

\pard\plain \sect\sbkpage
\s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
\pard\plain \s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
Package System.Windows.Forms\par \pard\plain 
{\tc\tcl2 \v System.Windows.Forms}
{\xe \v System.Windows.Forms}
{\bkmkstart AAAAAAAAAZ}
{\bkmkend AAAAAAAAAZ}
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid \par
}
\par \pard\plain 

\pard\plain \sect\sbkpage
\s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
\pard\plain \s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
Package System.Xml\par \pard\plain 
{\tc\tcl2 \v System.Xml}
{\xe \v System.Xml}
{\bkmkstart AAAAAAAABA}
{\bkmkend AAAAAAAABA}
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid \par
}

\pard\plain \sect\sbkpage
\s1\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs36\kerning36\cgrid 
GPU Neural Networks Class Documentation{\tc \v Class Documentation}
\par \pard\plain 
\pard\plain \s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
Form Class Reference\par \pard\plain 
{\tc\tcl2 \v System::Windows::Forms::Form}
{\xe \v System::Windows::Forms::Form}
{\bkmkstart AAAAAAAAAG}
{\bkmkend AAAAAAAAAG}
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid Inheritance diagram for Form:\par
{
\pard\plain 
\par\pard \qc {\field\flddirty {\*\fldinst INCLUDEPICTURE "class_system_1_1_windows_1_1_forms_1_1_form__inherit__graph.jpg" \\d \\*MERGEFORMAT}{\fldrslt IMAGE}}\par
}
\par
}
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid {\pard\widctlpar\brdrb\brdrs\brdrw5\brsp20 \adjustright \par}
The documentation for this class was generated from the following file:{\par
\pard\plain \s81\fi-360\li720\widctlpar\jclisttab\tx720{\*\pn \pnlvlbody\ilvl0\ls2\pnrnot0\pndec }\ls2\adjustright \fs20\cgrid 
My Documents/Visual Studio 2005/Projects/GPU_NN_vs2005/GPU_NN/{\b GPU_NN.cs}\par
}}
\par \pard\plain 

\pard\plain \sect\sbkpage
\s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
\pard\plain \s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
ApplicationSettingsBase Class Reference\par \pard\plain 
{\tc\tcl2 \v global::SystemConfiguration::ApplicationSettingsBase}
{\xe \v global::SystemConfiguration::ApplicationSettingsBase}
{\bkmkstart AAAAAAAAAH}
{\bkmkend AAAAAAAAAH}
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid Inheritance diagram for ApplicationSettingsBase:\par
{
\pard\plain 
\par\pard \qc {\field\flddirty {\*\fldinst INCLUDEPICTURE "classglobal_1_1_system_configuration_1_1_application_settings_base__inherit__graph.jpg" \\d \\*MERGEFORMAT}{\fldrslt IMAGE}}\par
}
\par
}
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid {\pard\widctlpar\brdrb\brdrs\brdrw5\brsp20 \adjustright \par}
The documentation for this class was generated from the following file:{\par
\pard\plain \s81\fi-360\li720\widctlpar\jclisttab\tx720{\*\pn \pnlvlbody\ilvl0\ls2\pnrnot0\pndec }\ls2\adjustright \fs20\cgrid 
My Documents/Visual Studio 2005/Projects/GPU_NN_vs2005/GPU_NN/Properties/{\b Settings.Designer.cs}\par
}}
\par \pard\plain 

\pard\plain \sect\sbkpage
\s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
\pard\plain \s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
GPU_NN.Link Class Reference\par \pard\plain 
{\tc\tcl2 \v GPU_NN::Link}
{\xe \v GPU_NN::Link}
{\bkmkstart AAAAAAAAAI}
{\bkmkend AAAAAAAAAI}
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid }
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Public Member Functions\par
\pard\plain 

{
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
{\b Link} ()\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Primary constructor used to initialize the links. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
void {\b SetLinkTargetID} (int id)\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: The method is used to set up the links target node. this is how the NN is traversed. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
void {\b SetLinkWeight} (double weight)\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is called to set the link weight of the link cause each link from a node has a different weight depending on what is read in from the xml file. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
int {\b GetLinkTargetID} ()\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is called to return the target of the link in question. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
double {\b GetLinkWeight} ()\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is used to get the weight of the link in use. \par
}}\par
\par}
}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Private Attributes\par
\pard\plain 

{
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
int {\b m_nTargetBranchID}\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Targeted branch of the link in use. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
double {\b m_fweight}\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
The weight of this particular link. \par
}}\par
\par}
}
{\pard\widctlpar\brdrb\brdrs\brdrw5\brsp20 \adjustright \par}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Constructor & Destructor Documentation\par
\pard\plain 
{\xe \v Link\:GPU_NN::Link}
{\xe \v GPU_NN::Link\:Link}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
GPU_NN.Link.Link ()}
}\par
{\bkmkstart AAAAAAAADL}
{\bkmkend AAAAAAAADL}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Primary constructor used to initialize the links. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\pard\widctlpar\brdrb\brdrs\brdrw5\brsp20 \adjustright \par}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Member Function Documentation\par
\pard\plain 
{\xe \v SetLinkTargetID\:GPU_NN::Link}
{\xe \v GPU_NN::Link\:SetLinkTargetID}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
void GPU_NN.Link.SetLinkTargetID (int {\i id})}
}\par
{\bkmkstart AAAAAAAADM}
{\bkmkend AAAAAAAADM}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: The method is used to set up the links target node. this is how the NN is traversed. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Structure By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing: \par
}}
{\xe \v SetLinkWeight\:GPU_NN::Link}
{\xe \v GPU_NN::Link\:SetLinkWeight}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
void GPU_NN.Link.SetLinkWeight (double {\i weight})}
}\par
{\bkmkstart AAAAAAAADN}
{\bkmkend AAAAAAAADN}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is called to set the link weight of the link cause each link from a node has a different weight depending on what is read in from the xml file. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Structure By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing: \par
}}
{\xe \v GetLinkTargetID\:GPU_NN::Link}
{\xe \v GPU_NN::Link\:GetLinkTargetID}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
int GPU_NN.Link.GetLinkTargetID ()}
}\par
{\bkmkstart AAAAAAAADO}
{\bkmkend AAAAAAAADO}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is called to return the target of the link in question. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Structure By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing: \par
}}
{\xe \v GetLinkWeight\:GPU_NN::Link}
{\xe \v GPU_NN::Link\:GetLinkWeight}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
double GPU_NN.Link.GetLinkWeight ()}
}\par
{\bkmkstart AAAAAAAADP}
{\bkmkend AAAAAAAADP}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is used to get the weight of the link in use. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Structure By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing: \par
}}
{\pard\widctlpar\brdrb\brdrs\brdrw5\brsp20 \adjustright \par}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Member Data Documentation\par
\pard\plain 
{\xe \v m_nTargetBranchID\:GPU_NN::Link}
{\xe \v GPU_NN::Link\:m_nTargetBranchID}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
int {\b GPU_NN.Link.m_nTargetBranchID}{\f2  [private]}}
}\par
{\bkmkstart AAAAAAAADQ}
{\bkmkend AAAAAAAADQ}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Targeted branch of the link in use. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v m_fweight\:GPU_NN::Link}
{\xe \v GPU_NN::Link\:m_fweight}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
double {\b GPU_NN.Link.m_fweight}{\f2  [private]}}
}\par
{\bkmkstart AAAAAAAADR}
{\bkmkend AAAAAAAADR}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
The weight of this particular link. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid {\pard\widctlpar\brdrb\brdrs\brdrw5\brsp20 \adjustright \par}
The documentation for this class was generated from the following file:{\par
\pard\plain \s81\fi-360\li720\widctlpar\jclisttab\tx720{\*\pn \pnlvlbody\ilvl0\ls2\pnrnot0\pndec }\ls2\adjustright \fs20\cgrid 
My Documents/Visual Studio 2005/Projects/GPU_NN_vs2005/GPU_NN/{\b Link.cs}\par
}}
\par \pard\plain 

\pard\plain \sect\sbkpage
\s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
\pard\plain \s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
GPU_NN.myownvertexformat Struct Reference\par \pard\plain 
{\tc\tcl2 \v GPU_NN::myownvertexformat}
{\xe \v GPU_NN::myownvertexformat}
{\bkmkstart AAAAAAAAAJ}
{\bkmkend AAAAAAAAAJ}
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Structure Description: The structure here is defined so that when passing a vertex we know exactly what the form of the vertex actually looks like. \par
} 
}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Public Member Functions\par
\pard\plain 

{
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
{\b myownvertexformat} (Vector3 _Pos, int _Color)\par
}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Public Attributes\par
\pard\plain 

{
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
Vector3 {\b Pos}\par
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
int {\b Color}\par
}
{\pard\widctlpar\brdrb\brdrs\brdrw5\brsp20 \adjustright \par}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Detailed Description\par
\pard\plain 
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Structure Description: The structure here is defined so that when passing a vertex we know exactly what the form of the vertex actually looks like. \par
}\par
\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Structure By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing: \par
}\par
}
{\pard\widctlpar\brdrb\brdrs\brdrw5\brsp20 \adjustright \par}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Constructor & Destructor Documentation\par
\pard\plain 
{\xe \v myownvertexformat\:GPU_NN::myownvertexformat}
{\xe \v GPU_NN::myownvertexformat\:myownvertexformat}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
GPU_NN.myownvertexformat.myownvertexformat (Vector3 {\i _Pos}, int {\i _Color})}
}\par
{\bkmkstart AAAAAAAABB}
{\bkmkend AAAAAAAABB}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
}
{\pard\widctlpar\brdrb\brdrs\brdrw5\brsp20 \adjustright \par}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Member Data Documentation\par
\pard\plain 
{\xe \v Pos\:GPU_NN::myownvertexformat}
{\xe \v GPU_NN::myownvertexformat\:Pos}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
Vector3 {\b GPU_NN.myownvertexformat.Pos}}
}\par
{\bkmkstart AAAAAAAABC}
{\bkmkend AAAAAAAABC}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
}
{\xe \v Color\:GPU_NN::myownvertexformat}
{\xe \v GPU_NN::myownvertexformat\:Color}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
int {\b GPU_NN.myownvertexformat.Color}}
}\par
{\bkmkstart AAAAAAAABD}
{\bkmkend AAAAAAAABD}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
}
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid {\pard\widctlpar\brdrb\brdrs\brdrw5\brsp20 \adjustright \par}
The documentation for this struct was generated from the following file:{\par
\pard\plain \s81\fi-360\li720\widctlpar\jclisttab\tx720{\*\pn \pnlvlbody\ilvl0\ls2\pnrnot0\pndec }\ls2\adjustright \fs20\cgrid 
My Documents/Visual Studio 2005/Projects/GPU_NN_vs2005/GPU_NN/{\b GPU_NN.cs}\par
}}
\par \pard\plain 

\pard\plain \sect\sbkpage
\s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
\pard\plain \s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
GPU_NN.Node Class Reference\par \pard\plain 
{\tc\tcl2 \v GPU_NN::Node}
{\xe \v GPU_NN::Node}
{\bkmkstart AAAAAAAAAK}
{\bkmkend AAAAAAAAAK}
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid }
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Public Member Functions\par
\pard\plain 

{
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
{\b Node} ()\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Default constructor for the node class with no initializations. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
{\b Node} (int totalnodes)\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
{\b Node} constructor used to create the number of nodes read in from the XML file. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
void {\b SetNodeType} (String type)\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is used to set the type of node being created. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
void {\b SetNodeFunction} (String function)\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is used to set the function of the node that is being created. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
void {\b SetNodeBranch} (int branch)\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is used to set branch data for the node being created. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
void {\b SetNodeID} (int ID)\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is used to set the ID of the node. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
void {\b SetNodeLink} ({\b Link} link)\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is used to add a link to a node so you know where to send the data once the node has been executed. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
void {\b UpdateInputValue} (double value)\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is used to set the input value from the links from other nodes. this is used to fill the data input to each node. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
void {\b SetNodeInput} (String input)\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is used to set the inputs of the node. this is a label name for the inputs in the start of the NN. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
int {\b GetNodeID} ()\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is used to return the ID of a node. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
String {\b GetNodeType} ()\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is used to return the type of node in a string format. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
double {\b GetNodeOutput} ()\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is used to calculate the output of a node depending on the function of the node. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
ArrayList {\b GetNodeLinkList} ()\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is used to return the output links of a node in a list format. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
String {\b GetInputName} ()\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is used to assign the initial inputs to the NN that is the x, y, bias, and d. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
double {\b SumInputs} ()\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is used to sum all the inputs into a node prior to using the activation function. \par
}}\par
\par}
}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Public Attributes\par
\pard\plain 

{
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
ArrayList {\b inputArray}\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
array of values input into the node \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
int {\b m_nNumofInputs}\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
number of inputs, this needs to be the count of the inputArray prior to the run of the node function \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
bool {\b finished}\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
if finished processing node, lets you know the node has finished processing \par
}}\par
\par}
}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Private Attributes\par
\pard\plain 

{
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
String {\b p_strInputName}\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
need a value to know the input like x, y, bias, and d \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
String {\b p_strType}\par
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
String {\b p_strFunction}\par
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
int {\b m_nID}\par
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
int {\b m_nBranch}\par
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
ArrayList {\b linkArray}\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
array of links that this nodes has coming out of it \par
}}\par
\par}
}
{\pard\widctlpar\brdrb\brdrs\brdrw5\brsp20 \adjustright \par}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Constructor & Destructor Documentation\par
\pard\plain 
{\xe \v Node\:GPU_NN::Node}
{\xe \v GPU_NN::Node\:Node}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
GPU_NN.Node.Node ()}
}\par
{\bkmkstart AAAAAAAADS}
{\bkmkend AAAAAAAADS}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Default constructor for the node class with no initializations. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v Node\:GPU_NN::Node}
{\xe \v GPU_NN::Node\:Node}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
GPU_NN.Node.Node (int {\i totalnodes})}
}\par
{\bkmkstart AAAAAAAADT}
{\bkmkend AAAAAAAADT}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
{\b Node} constructor used to create the number of nodes read in from the XML file. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
{\par
{\s5\sb90\sa30\keepn\widctlpar\adjustright \b\f1\fs20\cgrid 
Parameters:\par
}
\pard\plain \s62\li720\widctlpar\ql\adjustright \fs20\cgrid {\i totalnodes} \par
}
}}
{\pard\widctlpar\brdrb\brdrs\brdrw5\brsp20 \adjustright \par}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Member Function Documentation\par
\pard\plain 
{\xe \v SetNodeType\:GPU_NN::Node}
{\xe \v GPU_NN::Node\:SetNodeType}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
void GPU_NN.Node.SetNodeType (String {\i type})}
}\par
{\bkmkstart AAAAAAAADU}
{\bkmkend AAAAAAAADU}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is used to set the type of node being created. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Structure By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing: \par
}}
{\xe \v SetNodeFunction\:GPU_NN::Node}
{\xe \v GPU_NN::Node\:SetNodeFunction}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
void GPU_NN.Node.SetNodeFunction (String {\i function})}
}\par
{\bkmkstart AAAAAAAADV}
{\bkmkend AAAAAAAADV}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is used to set the function of the node that is being created. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Structure By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing: \par
}}
{\xe \v SetNodeBranch\:GPU_NN::Node}
{\xe \v GPU_NN::Node\:SetNodeBranch}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
void GPU_NN.Node.SetNodeBranch (int {\i branch})}
}\par
{\bkmkstart AAAAAAAADW}
{\bkmkend AAAAAAAADW}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is used to set branch data for the node being created. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Structure By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing: \par
}}
{\xe \v SetNodeID\:GPU_NN::Node}
{\xe \v GPU_NN::Node\:SetNodeID}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
void GPU_NN.Node.SetNodeID (int {\i ID})}
}\par
{\bkmkstart AAAAAAAADX}
{\bkmkend AAAAAAAADX}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is used to set the ID of the node. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Structure By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing: \par
}}
{\xe \v SetNodeLink\:GPU_NN::Node}
{\xe \v GPU_NN::Node\:SetNodeLink}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
void GPU_NN.Node.SetNodeLink ({\b Link} {\i link})}
}\par
{\bkmkstart AAAAAAAADY}
{\bkmkend AAAAAAAADY}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is used to add a link to a node so you know where to send the data once the node has been executed. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Structure By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing: \par
}}
{\xe \v UpdateInputValue\:GPU_NN::Node}
{\xe \v GPU_NN::Node\:UpdateInputValue}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
void GPU_NN.Node.UpdateInputValue (double {\i value})}
}\par
{\bkmkstart AAAAAAAADZ}
{\bkmkend AAAAAAAADZ}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is used to set the input value from the links from other nodes. this is used to fill the data input to each node. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Structure By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing: \par
}}
{\xe \v SetNodeInput\:GPU_NN::Node}
{\xe \v GPU_NN::Node\:SetNodeInput}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
void GPU_NN.Node.SetNodeInput (String {\i input})}
}\par
{\bkmkstart AAAAAAAAEA}
{\bkmkend AAAAAAAAEA}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is used to set the inputs of the node. this is a label name for the inputs in the start of the NN. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Structure By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing: \par
}}
{\xe \v GetNodeID\:GPU_NN::Node}
{\xe \v GPU_NN::Node\:GetNodeID}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
int GPU_NN.Node.GetNodeID ()}
}\par
{\bkmkstart AAAAAAAAEB}
{\bkmkend AAAAAAAAEB}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is used to return the ID of a node. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Structure By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing: \par
}}
{\xe \v GetNodeType\:GPU_NN::Node}
{\xe \v GPU_NN::Node\:GetNodeType}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
String GPU_NN.Node.GetNodeType ()}
}\par
{\bkmkstart AAAAAAAAEC}
{\bkmkend AAAAAAAAEC}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is used to return the type of node in a string format. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Structure By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing: \par
}}
{\xe \v GetNodeOutput\:GPU_NN::Node}
{\xe \v GPU_NN::Node\:GetNodeOutput}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
double GPU_NN.Node.GetNodeOutput ()}
}\par
{\bkmkstart AAAAAAAAED}
{\bkmkend AAAAAAAAED}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is used to calculate the output of a node depending on the function of the node. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Structure By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing: \par
}}
{\xe \v GetNodeLinkList\:GPU_NN::Node}
{\xe \v GPU_NN::Node\:GetNodeLinkList}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
ArrayList GPU_NN.Node.GetNodeLinkList ()}
}\par
{\bkmkstart AAAAAAAAEE}
{\bkmkend AAAAAAAAEE}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is used to return the output links of a node in a list format. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Structure By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing: \par
}}
{\xe \v GetInputName\:GPU_NN::Node}
{\xe \v GPU_NN::Node\:GetInputName}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
String GPU_NN.Node.GetInputName ()}
}\par
{\bkmkstart AAAAAAAAEF}
{\bkmkend AAAAAAAAEF}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is used to assign the initial inputs to the NN that is the x, y, bias, and d. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Structure By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing: \par
}}
{\xe \v SumInputs\:GPU_NN::Node}
{\xe \v GPU_NN::Node\:SumInputs}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
double GPU_NN.Node.SumInputs ()}
}\par
{\bkmkstart AAAAAAAAEG}
{\bkmkend AAAAAAAAEG}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is used to sum all the inputs into a node prior to using the activation function. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Structure By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing: \par
}}
{\pard\widctlpar\brdrb\brdrs\brdrw5\brsp20 \adjustright \par}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Member Data Documentation\par
\pard\plain 
{\xe \v p_strInputName\:GPU_NN::Node}
{\xe \v GPU_NN::Node\:p_strInputName}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
String {\b GPU_NN.Node.p_strInputName}{\f2  [private]}}
}\par
{\bkmkstart AAAAAAAAEH}
{\bkmkend AAAAAAAAEH}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
need a value to know the input like x, y, bias, and d \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v inputArray\:GPU_NN::Node}
{\xe \v GPU_NN::Node\:inputArray}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
ArrayList {\b GPU_NN.Node.inputArray}}
}\par
{\bkmkstart AAAAAAAAEI}
{\bkmkend AAAAAAAAEI}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
array of values input into the node \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v m_nNumofInputs\:GPU_NN::Node}
{\xe \v GPU_NN::Node\:m_nNumofInputs}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
int {\b GPU_NN.Node.m_nNumofInputs}}
}\par
{\bkmkstart AAAAAAAAEJ}
{\bkmkend AAAAAAAAEJ}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
number of inputs, this needs to be the count of the inputArray prior to the run of the node function \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v p_strType\:GPU_NN::Node}
{\xe \v GPU_NN::Node\:p_strType}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
String {\b GPU_NN.Node.p_strType}{\f2  [private]}}
}\par
{\bkmkstart AAAAAAAAEK}
{\bkmkend AAAAAAAAEK}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
type of the node input, hidden or output \par
}}
{\xe \v p_strFunction\:GPU_NN::Node}
{\xe \v GPU_NN::Node\:p_strFunction}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
String {\b GPU_NN.Node.p_strFunction}{\f2  [private]}}
}\par
{\bkmkstart AAAAAAAAEL}
{\bkmkend AAAAAAAAEL}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
activation function of the node \par
}}
{\xe \v m_nID\:GPU_NN::Node}
{\xe \v GPU_NN::Node\:m_nID}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
int {\b GPU_NN.Node.m_nID}{\f2  [private]}}
}\par
{\bkmkstart AAAAAAAAEM}
{\bkmkend AAAAAAAAEM}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
node id used primarily to find the node in question \par
}}
{\xe \v m_nBranch\:GPU_NN::Node}
{\xe \v GPU_NN::Node\:m_nBranch}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
int {\b GPU_NN.Node.m_nBranch}{\f2  [private]}}
}\par
{\bkmkstart AAAAAAAAEN}
{\bkmkend AAAAAAAAEN}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
branch number of the node \par
}}
{\xe \v linkArray\:GPU_NN::Node}
{\xe \v GPU_NN::Node\:linkArray}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
ArrayList {\b GPU_NN.Node.linkArray}{\f2  [private]}}
}\par
{\bkmkstart AAAAAAAAEO}
{\bkmkend AAAAAAAAEO}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
array of links that this nodes has coming out of it \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v finished\:GPU_NN::Node}
{\xe \v GPU_NN::Node\:finished}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
bool {\b GPU_NN.Node.finished}}
}\par
{\bkmkstart AAAAAAAAEP}
{\bkmkend AAAAAAAAEP}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
if finished processing node, lets you know the node has finished processing \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid {\pard\widctlpar\brdrb\brdrs\brdrw5\brsp20 \adjustright \par}
The documentation for this class was generated from the following file:{\par
\pard\plain \s81\fi-360\li720\widctlpar\jclisttab\tx720{\*\pn \pnlvlbody\ilvl0\ls2\pnrnot0\pndec }\ls2\adjustright \fs20\cgrid 
My Documents/Visual Studio 2005/Projects/GPU_NN_vs2005/GPU_NN/{\b Node.cs}\par
}}
\par \pard\plain 

\pard\plain \sect\sbkpage
\s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
\pard\plain \s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
GPU_NN.Properties.Settings Class Reference\par \pard\plain 
{\tc\tcl2 \v GPU_NN::Properties::Settings}
{\xe \v GPU_NN::Properties::Settings}
{\bkmkstart AAAAAAAAAL}
{\bkmkend AAAAAAAAAL}
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid Inheritance diagram for GPU_NN.Properties.Settings:\par
{
\pard\plain 
\par\pard \qc {\field\flddirty {\*\fldinst INCLUDEPICTURE "class_g_p_u___n_n_1_1_properties_1_1_settings__inherit__graph.jpg" \\d \\*MERGEFORMAT}{\fldrslt IMAGE}}\par
}
\par
}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Properties\par
\pard\plain 

{
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
static {\b Settings} {\b Default}{\f2  [get]}\par
}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Static Private Attributes\par
\pard\plain 

{
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
static {\b Settings} {\b defaultInstance} = (({\b Settings})(global::System.Configuration.ApplicationSettingsBase.Synchronized(new {\b Settings}())))\par
}
{\pard\widctlpar\brdrb\brdrs\brdrw5\brsp20 \adjustright \par}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Member Data Documentation\par
\pard\plain 
{\xe \v defaultInstance\:GPU_NN::Properties::Settings}
{\xe \v GPU_NN::Properties::Settings\:defaultInstance}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
{\b Settings} {\b GPU_NN.Properties.Settings.defaultInstance} = (({\b Settings})(global::System.Configuration.ApplicationSettingsBase.Synchronized(new {\b Settings}()))){\f2  [static, private]}}
}\par
{\bkmkstart AAAAAAAAEQ}
{\bkmkend AAAAAAAAEQ}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
}
{\pard\widctlpar\brdrb\brdrs\brdrw5\brsp20 \adjustright \par}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Property Documentation\par
\pard\plain 
{\xe \v Default\:GPU_NN::Properties::Settings}
{\xe \v GPU_NN::Properties::Settings\:Default}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
{\b Settings} GPU_NN.Properties.Settings.Default{\f2  [static, get]}}
}\par
{\bkmkstart AAAAAAAAER}
{\bkmkend AAAAAAAAER}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
}
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid {\pard\widctlpar\brdrb\brdrs\brdrw5\brsp20 \adjustright \par}
The documentation for this class was generated from the following file:{\par
\pard\plain \s81\fi-360\li720\widctlpar\jclisttab\tx720{\*\pn \pnlvlbody\ilvl0\ls2\pnrnot0\pndec }\ls2\adjustright \fs20\cgrid 
My Documents/Visual Studio 2005/Projects/GPU_NN_vs2005/GPU_NN/Properties/{\b Settings.Designer.cs}\par
}}
\par \pard\plain 

\pard\plain \sect\sbkpage
\s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
\pard\plain \s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
GPU_NN.WinForm Class Reference\par \pard\plain 
{\tc\tcl2 \v GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm}
{\bkmkstart AAAAAAAAAM}
{\bkmkend AAAAAAAAAM}
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method sets all the default information for our form and how to display it. it also sets up our device and vertexbuffer so that there are no unset variables. \par
} 
Inheritance diagram for GPU_NN.WinForm:\par
{
\pard\plain 
\par\pard \qc {\field\flddirty {\*\fldinst INCLUDEPICTURE "class_g_p_u___n_n_1_1_win_form__inherit__graph.jpg" \\d \\*MERGEFORMAT}{\fldrslt IMAGE}}\par
}
\par
}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Public Member Functions\par
\pard\plain 

{
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
{\b WinForm} ()\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This is the main form of the application it holds all fo the information for setup this is also where we set the bias for the Neural Network. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
void {\b InitializeDevice} ()\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method initializes the device (our graphics card) and sets our callback function for changing the size of the form. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
void {\b btnReadXML_Click} (object sender, EventArgs e)\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: Button press to read in an XML file. It parses looking for only the elements that are necessary to fill in our Neural Network or the nodes and links in our network. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
void {\b ClearInput} ()\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This clears all the inputs for cycling through the NN again and again as the inputs of the image are put in. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
void {\b FillLinksForThisNode} (double output, {\b Node} node)\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This function will fill the links for an input node it shows all of the nodes that the input node is outputting to. \par
}}\par
\par}
}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Public Attributes\par
\pard\plain 

{
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
int {\b eyex} = 200\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
x position of the users eye \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
int {\b eyey} = 200\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
y position of the users eye \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
int {\b eyez} = -600\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
z position of the users eye \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
int {\b objectx} = 200\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Object being displayed x position. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
int {\b objecty} = 200\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Object being displayed y position. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
int {\b objectz} = 0\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Object being displayed z position. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
double {\b xcenter} = 0\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
x value of the center of the image used for distance calculations \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
double {\b ycenter} = 0\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
y value of the center of the image used for distance calculations \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
double[] {\b x} = new double[(int){\b imagewidth} + 1]\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Array of x vertex of the image breakdown. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
double {\b y} = 0\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
y value of the image breakdown \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
double[] {\b d} = new double[(int){\b imagewidth} + 1]\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Array to hold the distance to center for each vertex being used. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
Random {\b randnum} = new Random()\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Random variable used to set bias. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
double {\b bias} = 0.0\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
a random variable used in the NN \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
double[,] {\b TotalOutput} = new double[(int){\b imagewidth} + 1, (int){\b imageheight} + 1]\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Double scripted array used for the output of the whole images vertex. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
int {\b xcount} = 0\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
used as the x subscript in the array \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
int {\b ycount} = 0\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
used as the y subscript in the array \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
bool {\b totaldone} = false\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
This is the boolean to check if the NN has run its course. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
{\b myownvertexformat}[] {\b vertices} = new {\b myownvertexformat}[160000]\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Array to hold the number of vertices that are in the image this is in my own vertex format. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
VertexDeclaration {\b vd}\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
used to hold the values that need to be streamed into the .fx file for fast vertex processing \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
Effect {\b effect}\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
In our DirectX app, we will first load the .fx file into an Effect object, and set the transformation matrix. So first we need an Effect object to store our effect. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
int {\b nTotalNodes}\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
the count of the nodes when read in from the XML \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
int {\b nodecount}\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
used when cycling through the nodes array \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
String {\b contents}\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
used for debugging and seeing the output from the XML parser \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
{\b Node}[] {\b p_NetworkNodes}\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
this hold the array of nodes read in from the XML file \par
}}\par
\par}
}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Static Public Attributes\par
\pard\plain 

{
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
static double {\b imagewidth} = 400.00\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Width of the image we are to display. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
static double {\b imageheight} = 400.00\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Height of the image we are to display. \par
}}\par
\par}
}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Protected Member Functions\par
\pard\plain 

{
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
override bool {\b ProcessCmdKey} (ref Message msg, Keys keyData)\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This is code off the internet on how to handle a key press arrow or control if there are buttons or other controls on the page. it passes control from the controls on the page to the main form so that it can register your key press. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
override void {\b OnPaint} (System.Windows.Forms.PaintEventArgs e)\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method overrides the OnPaint of the form that displays to our user. it also writes whatever we want to the screen for testing and refreshes all the controls for every drawing of the framebuffer that comes through. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
override void {\b Dispose} (bool disposing)\par
}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Private Member Functions\par
\pard\plain 

{
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
void {\b Form1_KeyDown} (object sender, KeyEventArgs e)\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This is the actual handling of the arrows key press to either zoom in or to zoom out and move left and right to see things it lets the user move the screen objects or the eyepoint itself. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
void {\b HandleDeviceReset} (object sender, EventArgs e)\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: this is the callback for the changing of the window size it restarts the drawing process. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
void {\b AllocateResources} ()\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: Allocation of resources for use of the GPU vertexBuffer is the holder for all the vertices when using the cpu only. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
void {\b FillResources} ()\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method fills in our data from the NN and puts it into our VertexBuffer and VertexDeclaration so we can either push the info throught the cpu or gpu respectively. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
void {\b InitializeFont} ()\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method just initializes the font that we use to display our text to the form for debugging. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
void {\b UpdateFramerate} ()\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method updates the frame rate that you see in the bottom left corner of the form that comes up this is just what comes with the tutorial that the implementation was learned from. it may be removed if you wish. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
void {\b SetUpCamera} ()\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is used to set the view of the camera and the layout of the picture that is going to be rendered. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
void {\b InitializeComponent} ()\par
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
{\b Node} {\b FindNode} (int id)\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This is a function used to find the node with a certain id then this node is returned and used elsewhere in the program. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
void {\b SetInputs} ()\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This is the code that will set up the inputs to each of the nodes in the NN this is just to setup a count on the number of inputs the node should have before being fired(executed). \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
void {\b btnRunNN_Click} (object sender, EventArgs e)\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: The running of the NN only available after the NN XML file has been read in this will do all the tracing needed through the NN that was created. \par
}}\par
\par}
}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Static Private Member Functions\par
\pard\plain 

{
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
static void {\b Main} ()\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This is the Main loop of the application it initializes then allocates then the user reads the XML creates the NN and then runs the NN. \par
}}\par
\par}
}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Private Attributes\par
\pard\plain 

{
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
System.ComponentModel.Container {\b components} = null\par
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
D3D.Device {\b device}\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
this is our one and only graphics device \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
VertexBuffer {\b vb}\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
This is used to hold information on the buffer to be output to the screen. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
Vector3 {\b CameraPos}\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
used to hold the eye position matrix \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
Matrix {\b matView}\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
used to hold the view matrix for displaying the image \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
Matrix {\b matProjection}\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
used to hold the matrix for the projection. our viewable area or pyramid \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
int {\b LastTickCount} = 1\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
used for updating and checking our frame rate \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
int {\b Frames} = 0\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
used to hold the count of frames \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
double {\b LastFrameRate} = 0\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
hold the previous frame rate from the last check \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
D3D.Font {\b text}\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
holds the type of text that will be displayed on the form \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
Button {\b btnRunNN}\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
button used to run the NN and get an output \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
Button {\b btnReadXML}\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
button used to read in an XML file \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
Label {\b label1}\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
used for displaying position on screen \par
}}\par
\par}
}
{\pard\widctlpar\brdrb\brdrs\brdrw5\brsp20 \adjustright \par}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Detailed Description\par
\pard\plain 
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method sets all the default information for our form and how to display it. it also sets up our device and vertexbuffer so that there are no unset variables. \par
}\par
\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Function By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing: \par
}\par
}
{\pard\widctlpar\brdrb\brdrs\brdrw5\brsp20 \adjustright \par}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Constructor & Destructor Documentation\par
\pard\plain 
{\xe \v WinForm\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:WinForm}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
GPU_NN.WinForm.WinForm ()}
}\par
{\bkmkstart AAAAAAAABE}
{\bkmkend AAAAAAAABE}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This is the main form of the application it holds all fo the information for setup this is also where we set the bias for the Neural Network. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Function By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing: \par
}}
{\pard\widctlpar\brdrb\brdrs\brdrw5\brsp20 \adjustright \par}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Member Function Documentation\par
\pard\plain 
{\xe \v InitializeDevice\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:InitializeDevice}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
void GPU_NN.WinForm.InitializeDevice ()}
}\par
{\bkmkstart AAAAAAAABF}
{\bkmkend AAAAAAAABF}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method initializes the device (our graphics card) and sets our callback function for changing the size of the form. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Function By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing: \par
}}
{\xe \v ProcessCmdKey\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:ProcessCmdKey}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
override bool GPU_NN.WinForm.ProcessCmdKey (ref Message {\i msg}, Keys {\i keyData}){\f2  [protected]}}
}\par
{\bkmkstart AAAAAAAABG}
{\bkmkend AAAAAAAABG}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This is code off the internet on how to handle a key press arrow or control if there are buttons or other controls on the page. it passes control from the controls on the page to the main form so that it can register your key press. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Function By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing:\par
{{\s5\sb90\sa30\keepn\widctlpar\adjustright \b\f1\fs20\cgrid 
Parameters:\par
}
\pard\plain \s62\li720\widctlpar\ql\adjustright \fs20\cgrid {\i msg} \par
{\i keyData} \par
}
{{\s5\sb90\sa30\keepn\widctlpar\adjustright \b\f1\fs20\cgrid 
Returns:\par
}\pard\plain \s62\li720\widctlpar\ql\adjustright \fs20\cgrid \par
}}}
{\xe \v Form1_KeyDown\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:Form1_KeyDown}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
void GPU_NN.WinForm.Form1_KeyDown (object {\i sender}, KeyEventArgs {\i e}){\f2  [private]}}
}\par
{\bkmkstart AAAAAAAABH}
{\bkmkend AAAAAAAABH}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This is the actual handling of the arrows key press to either zoom in or to zoom out and move left and right to see things it lets the user move the screen objects or the eyepoint itself. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Function By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing:\par
{{\s5\sb90\sa30\keepn\widctlpar\adjustright \b\f1\fs20\cgrid 
Parameters:\par
}
\pard\plain \s62\li720\widctlpar\ql\adjustright \fs20\cgrid {\i sender} \par
{\i e} \par
}
}}
{\xe \v HandleDeviceReset\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:HandleDeviceReset}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
void GPU_NN.WinForm.HandleDeviceReset (object {\i sender}, EventArgs {\i e}){\f2  [private]}}
}\par
{\bkmkstart AAAAAAAABI}
{\bkmkend AAAAAAAABI}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: this is the callback for the changing of the window size it restarts the drawing process. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Function By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing:\par
{{\s5\sb90\sa30\keepn\widctlpar\adjustright \b\f1\fs20\cgrid 
Parameters:\par
}
\pard\plain \s62\li720\widctlpar\ql\adjustright \fs20\cgrid {\i sender} \par
{\i e} \par
}
}}
{\xe \v AllocateResources\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:AllocateResources}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
void GPU_NN.WinForm.AllocateResources (){\f2  [private]}}
}\par
{\bkmkstart AAAAAAAABJ}
{\bkmkend AAAAAAAABJ}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: Allocation of resources for use of the GPU vertexBuffer is the holder for all the vertices when using the cpu only. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Function By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing: \par
}}
{\xe \v FillResources\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:FillResources}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
void GPU_NN.WinForm.FillResources (){\f2  [private]}}
}\par
{\bkmkstart AAAAAAAABK}
{\bkmkend AAAAAAAABK}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method fills in our data from the NN and puts it into our VertexBuffer and VertexDeclaration so we can either push the info throught the cpu or gpu respectively. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Function By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing: \par
}}
{\xe \v InitializeFont\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:InitializeFont}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
void GPU_NN.WinForm.InitializeFont (){\f2  [private]}}
}\par
{\bkmkstart AAAAAAAABL}
{\bkmkend AAAAAAAABL}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method just initializes the font that we use to display our text to the form for debugging. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Function By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing: \par
}}
{\xe \v OnPaint\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:OnPaint}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
override void GPU_NN.WinForm.OnPaint (System.Windows.Forms.PaintEventArgs {\i e}){\f2  [protected]}}
}\par
{\bkmkstart AAAAAAAABM}
{\bkmkend AAAAAAAABM}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method overrides the OnPaint of the form that displays to our user. it also writes whatever we want to the screen for testing and refreshes all the controls for every drawing of the framebuffer that comes through. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Function By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing:\par
{{\s5\sb90\sa30\keepn\widctlpar\adjustright \b\f1\fs20\cgrid 
Parameters:\par
}
\pard\plain \s62\li720\widctlpar\ql\adjustright \fs20\cgrid {\i e} \par
}
}}
{\xe \v UpdateFramerate\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:UpdateFramerate}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
void GPU_NN.WinForm.UpdateFramerate (){\f2  [private]}}
}\par
{\bkmkstart AAAAAAAABN}
{\bkmkend AAAAAAAABN}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method updates the frame rate that you see in the bottom left corner of the form that comes up this is just what comes with the tutorial that the implementation was learned from. it may be removed if you wish. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Function By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing: \par
}}
{\xe \v SetUpCamera\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:SetUpCamera}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
void GPU_NN.WinForm.SetUpCamera (){\f2  [private]}}
}\par
{\bkmkstart AAAAAAAABO}
{\bkmkend AAAAAAAABO}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method is used to set the view of the camera and the layout of the picture that is going to be rendered. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Function By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing: \par
}}
{\xe \v Dispose\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:Dispose}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
override void GPU_NN.WinForm.Dispose (bool {\i disposing}){\f2  [protected]}}
}\par
{\bkmkstart AAAAAAAABP}
{\bkmkend AAAAAAAABP}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
}
{\xe \v InitializeComponent\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:InitializeComponent}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
void GPU_NN.WinForm.InitializeComponent (){\f2  [private]}}
}\par
{\bkmkstart AAAAAAAABQ}
{\bkmkend AAAAAAAABQ}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
}
{\xe \v Main\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:Main}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
static void GPU_NN.WinForm.Main (){\f2  [static, private]}}
}\par
{\bkmkstart AAAAAAAABR}
{\bkmkend AAAAAAAABR}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This is the Main loop of the application it initializes then allocates then the user reads the XML creates the NN and then runs the NN. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Function By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing: \par
}}
{\xe \v FindNode\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:FindNode}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
{\b Node} GPU_NN.WinForm.FindNode (int {\i id}){\f2  [private]}}
}\par
{\bkmkstart AAAAAAAABS}
{\bkmkend AAAAAAAABS}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This is a function used to find the node with a certain id then this node is returned and used elsewhere in the program. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Function By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing: \par
}}
{\xe \v SetInputs\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:SetInputs}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
void GPU_NN.WinForm.SetInputs (){\f2  [private]}}
}\par
{\bkmkstart AAAAAAAABT}
{\bkmkend AAAAAAAABT}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This is the code that will set up the inputs to each of the nodes in the NN this is just to setup a count on the number of inputs the node should have before being fired(executed). \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Function By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing: \par
}}
{\xe \v btnReadXML_Click\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:btnReadXML_Click}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
void GPU_NN.WinForm.btnReadXML_Click (object {\i sender}, EventArgs {\i e})}
}\par
{\bkmkstart AAAAAAAABU}
{\bkmkend AAAAAAAABU}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: Button press to read in an XML file. It parses looking for only the elements that are necessary to fill in our Neural Network or the nodes and links in our network. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Function By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing:\par
{{\s5\sb90\sa30\keepn\widctlpar\adjustright \b\f1\fs20\cgrid 
Parameters:\par
}
\pard\plain \s62\li720\widctlpar\ql\adjustright \fs20\cgrid {\i sender} \par
{\i e} \par
}
}}
{\xe \v btnRunNN_Click\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:btnRunNN_Click}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
void GPU_NN.WinForm.btnRunNN_Click (object {\i sender}, EventArgs {\i e}){\f2  [private]}}
}\par
{\bkmkstart AAAAAAAABV}
{\bkmkend AAAAAAAABV}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: The running of the NN only available after the NN XML file has been read in this will do all the tracing needed through the NN that was created. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Function By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing:\par
{{\s5\sb90\sa30\keepn\widctlpar\adjustright \b\f1\fs20\cgrid 
Parameters:\par
}
\pard\plain \s62\li720\widctlpar\ql\adjustright \fs20\cgrid {\i sender} \par
{\i e} \par
}
}}
{\xe \v ClearInput\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:ClearInput}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
void GPU_NN.WinForm.ClearInput ()}
}\par
{\bkmkstart AAAAAAAABW}
{\bkmkend AAAAAAAABW}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This clears all the inputs for cycling through the NN again and again as the inputs of the image are put in. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Function By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing: \par
}}
{\xe \v FillLinksForThisNode\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:FillLinksForThisNode}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
void GPU_NN.WinForm.FillLinksForThisNode (double {\i output}, {\b Node} {\i node})}
}\par
{\bkmkstart AAAAAAAABX}
{\bkmkend AAAAAAAABX}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This function will fill the links for an input node it shows all of the nodes that the input node is outputting to. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Original Function By: Christopher Dlugolinski Date: June 12, 2007\par
Edited By: Date: Reason For Editing:\par
{{\s5\sb90\sa30\keepn\widctlpar\adjustright \b\f1\fs20\cgrid 
Parameters:\par
}
\pard\plain \s62\li720\widctlpar\ql\adjustright \fs20\cgrid {\i output} \par
{\i node} \par
}
}}
{\pard\widctlpar\brdrb\brdrs\brdrw5\brsp20 \adjustright \par}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Member Data Documentation\par
\pard\plain 
{\xe \v eyex\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:eyex}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
int {\b GPU_NN.WinForm.eyex} = 200}
}\par
{\bkmkstart AAAAAAAABY}
{\bkmkend AAAAAAAABY}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
x position of the users eye \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v eyey\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:eyey}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
int {\b GPU_NN.WinForm.eyey} = 200}
}\par
{\bkmkstart AAAAAAAABZ}
{\bkmkend AAAAAAAABZ}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
y position of the users eye \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v eyez\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:eyez}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
int {\b GPU_NN.WinForm.eyez} = -600}
}\par
{\bkmkstart AAAAAAAACA}
{\bkmkend AAAAAAAACA}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
z position of the users eye \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v objectx\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:objectx}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
int {\b GPU_NN.WinForm.objectx} = 200}
}\par
{\bkmkstart AAAAAAAACB}
{\bkmkend AAAAAAAACB}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Object being displayed x position. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v objecty\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:objecty}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
int {\b GPU_NN.WinForm.objecty} = 200}
}\par
{\bkmkstart AAAAAAAACC}
{\bkmkend AAAAAAAACC}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Object being displayed y position. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v objectz\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:objectz}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
int {\b GPU_NN.WinForm.objectz} = 0}
}\par
{\bkmkstart AAAAAAAACD}
{\bkmkend AAAAAAAACD}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Object being displayed z position. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v imagewidth\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:imagewidth}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
double {\b GPU_NN.WinForm.imagewidth} = 400.00{\f2  [static]}}
}\par
{\bkmkstart AAAAAAAACE}
{\bkmkend AAAAAAAACE}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Width of the image we are to display. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v imageheight\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:imageheight}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
double {\b GPU_NN.WinForm.imageheight} = 400.00{\f2  [static]}}
}\par
{\bkmkstart AAAAAAAACF}
{\bkmkend AAAAAAAACF}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Height of the image we are to display. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v xcenter\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:xcenter}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
double {\b GPU_NN.WinForm.xcenter} = 0}
}\par
{\bkmkstart AAAAAAAACG}
{\bkmkend AAAAAAAACG}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
x value of the center of the image used for distance calculations \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v ycenter\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:ycenter}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
double {\b GPU_NN.WinForm.ycenter} = 0}
}\par
{\bkmkstart AAAAAAAACH}
{\bkmkend AAAAAAAACH}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
y value of the center of the image used for distance calculations \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v x\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:x}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
double [] {\b GPU_NN.WinForm.x} = new double[(int){\b imagewidth} + 1]}
}\par
{\bkmkstart AAAAAAAACI}
{\bkmkend AAAAAAAACI}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Array of x vertex of the image breakdown. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v y\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:y}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
double {\b GPU_NN.WinForm.y} = 0}
}\par
{\bkmkstart AAAAAAAACJ}
{\bkmkend AAAAAAAACJ}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
y value of the image breakdown \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v d\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:d}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
double [] {\b GPU_NN.WinForm.d} = new double[(int){\b imagewidth} + 1]}
}\par
{\bkmkstart AAAAAAAACK}
{\bkmkend AAAAAAAACK}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Array to hold the distance to center for each vertex being used. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v randnum\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:randnum}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
Random {\b GPU_NN.WinForm.randnum} = new Random()}
}\par
{\bkmkstart AAAAAAAACL}
{\bkmkend AAAAAAAACL}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Random variable used to set bias. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v bias\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:bias}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
double {\b GPU_NN.WinForm.bias} = 0.0}
}\par
{\bkmkstart AAAAAAAACM}
{\bkmkend AAAAAAAACM}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
a random variable used in the NN \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v TotalOutput\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:TotalOutput}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
double [,] {\b GPU_NN.WinForm.TotalOutput} = new double[(int){\b imagewidth} + 1, (int){\b imageheight} + 1]}
}\par
{\bkmkstart AAAAAAAACN}
{\bkmkend AAAAAAAACN}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Double scripted array used for the output of the whole images vertex. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v xcount\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:xcount}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
int {\b GPU_NN.WinForm.xcount} = 0}
}\par
{\bkmkstart AAAAAAAACO}
{\bkmkend AAAAAAAACO}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
used as the x subscript in the array \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v ycount\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:ycount}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
int {\b GPU_NN.WinForm.ycount} = 0}
}\par
{\bkmkstart AAAAAAAACP}
{\bkmkend AAAAAAAACP}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
used as the y subscript in the array \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v totaldone\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:totaldone}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
bool {\b GPU_NN.WinForm.totaldone} = false}
}\par
{\bkmkstart AAAAAAAACQ}
{\bkmkend AAAAAAAACQ}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
This is the boolean to check if the NN has run its course. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v vertices\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:vertices}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
{\b myownvertexformat} [] {\b GPU_NN.WinForm.vertices} = new {\b myownvertexformat}[160000]}
}\par
{\bkmkstart AAAAAAAACR}
{\bkmkend AAAAAAAACR}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Array to hold the number of vertices that are in the image this is in my own vertex format. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v vd\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:vd}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
VertexDeclaration {\b GPU_NN.WinForm.vd}}
}\par
{\bkmkstart AAAAAAAACS}
{\bkmkend AAAAAAAACS}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
used to hold the values that need to be streamed into the .fx file for fast vertex processing \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v effect\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:effect}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
Effect {\b GPU_NN.WinForm.effect}}
}\par
{\bkmkstart AAAAAAAACT}
{\bkmkend AAAAAAAACT}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
In our DirectX app, we will first load the .fx file into an Effect object, and set the transformation matrix. So first we need an Effect object to store our effect. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v components\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:components}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
System.ComponentModel.Container {\b GPU_NN.WinForm.components} = null{\f2  [private]}}
}\par
{\bkmkstart AAAAAAAACU}
{\bkmkend AAAAAAAACU}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
}
{\xe \v device\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:device}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
D3D.Device {\b GPU_NN.WinForm.device}{\f2  [private]}}
}\par
{\bkmkstart AAAAAAAACV}
{\bkmkend AAAAAAAACV}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
this is our one and only graphics device \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v vb\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:vb}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
VertexBuffer {\b GPU_NN.WinForm.vb}{\f2  [private]}}
}\par
{\bkmkstart AAAAAAAACW}
{\bkmkend AAAAAAAACW}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
This is used to hold information on the buffer to be output to the screen. \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v CameraPos\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:CameraPos}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
Vector3 {\b GPU_NN.WinForm.CameraPos}{\f2  [private]}}
}\par
{\bkmkstart AAAAAAAACX}
{\bkmkend AAAAAAAACX}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
used to hold the eye position matrix \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v matView\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:matView}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
Matrix {\b GPU_NN.WinForm.matView}{\f2  [private]}}
}\par
{\bkmkstart AAAAAAAACY}
{\bkmkend AAAAAAAACY}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
used to hold the view matrix for displaying the image \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v matProjection\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:matProjection}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
Matrix {\b GPU_NN.WinForm.matProjection}{\f2  [private]}}
}\par
{\bkmkstart AAAAAAAACZ}
{\bkmkend AAAAAAAACZ}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
used to hold the matrix for the projection. our viewable area or pyramid \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v LastTickCount\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:LastTickCount}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
int {\b GPU_NN.WinForm.LastTickCount} = 1{\f2  [private]}}
}\par
{\bkmkstart AAAAAAAADA}
{\bkmkend AAAAAAAADA}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
used for updating and checking our frame rate \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v Frames\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:Frames}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
int {\b GPU_NN.WinForm.Frames} = 0{\f2  [private]}}
}\par
{\bkmkstart AAAAAAAADB}
{\bkmkend AAAAAAAADB}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
used to hold the count of frames \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v LastFrameRate\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:LastFrameRate}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
double {\b GPU_NN.WinForm.LastFrameRate} = 0{\f2  [private]}}
}\par
{\bkmkstart AAAAAAAADC}
{\bkmkend AAAAAAAADC}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
hold the previous frame rate from the last check \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v text\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:text}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
D3D.Font {\b GPU_NN.WinForm.text}{\f2  [private]}}
}\par
{\bkmkstart AAAAAAAADD}
{\bkmkend AAAAAAAADD}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
holds the type of text that will be displayed on the form \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v nTotalNodes\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:nTotalNodes}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
int {\b GPU_NN.WinForm.nTotalNodes}}
}\par
{\bkmkstart AAAAAAAADE}
{\bkmkend AAAAAAAADE}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
the count of the nodes when read in from the XML \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v nodecount\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:nodecount}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
int {\b GPU_NN.WinForm.nodecount}}
}\par
{\bkmkstart AAAAAAAADF}
{\bkmkend AAAAAAAADF}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
used when cycling through the nodes array \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v contents\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:contents}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
String {\b GPU_NN.WinForm.contents}}
}\par
{\bkmkstart AAAAAAAADG}
{\bkmkend AAAAAAAADG}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
used for debugging and seeing the output from the XML parser \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v p_NetworkNodes\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:p_NetworkNodes}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
{\b Node} [] {\b GPU_NN.WinForm.p_NetworkNodes}}
}\par
{\bkmkstart AAAAAAAADH}
{\bkmkend AAAAAAAADH}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
this hold the array of nodes read in from the XML file \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v btnRunNN\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:btnRunNN}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
Button {\b GPU_NN.WinForm.btnRunNN}{\f2  [private]}}
}\par
{\bkmkstart AAAAAAAADI}
{\bkmkend AAAAAAAADI}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
button used to run the NN and get an output \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v btnReadXML\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:btnReadXML}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
Button {\b GPU_NN.WinForm.btnReadXML}{\f2  [private]}}
}\par
{\bkmkstart AAAAAAAADJ}
{\bkmkend AAAAAAAADJ}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
button used to read in an XML file \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{\xe \v label1\:GPU_NN::WinForm}
{\xe \v GPU_NN::WinForm\:label1}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
Label {\b GPU_NN.WinForm.label1}{\f2  [private]}}
}\par
{\bkmkstart AAAAAAAADK}
{\bkmkend AAAAAAAADK}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
used for displaying position on screen \par
}\par
{\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
\par
}}
{
\pard\plain \s17\sa60\sb30\widctlpar\qj \fs22\cgrid {\pard\widctlpar\brdrb\brdrs\brdrw5\brsp20 \adjustright \par}
The documentation for this class was generated from the following file:{\par
\pard\plain \s81\fi-360\li720\widctlpar\jclisttab\tx720{\*\pn \pnlvlbody\ilvl0\ls2\pnrnot0\pndec }\ls2\adjustright \fs20\cgrid 
My Documents/Visual Studio 2005/Projects/GPU_NN_vs2005/GPU_NN/{\b GPU_NN.cs}\par
}}

\pard\plain \sect\sbkpage
\s1\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs36\kerning36\cgrid 
GPU Neural Networks File Documentation{\tc \v File Documentation}
\par \pard\plain 
\pard\plain \s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
My Documents/Visual Studio 2005/Projects/GPU_NN_vs2005/GPU_NN/GPU_NN.cs File Reference\par \pard\plain 
{\tc\tcl2 \v My Documents/Visual Studio 2005/Projects/GPU_NN_vs2005/GPU_NN/GPU_NN.cs}
{\xe \v My Documents/Visual Studio 2005/Projects/GPU_NN_vs2005/GPU_NN/GPU_NN.cs}
{\bkmkstart AAAAAAAAAA}
{\bkmkend AAAAAAAAAA}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Namespaces\par
\pard\plain 

{
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
namespace {\b GPU_NN}\par
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
namespace {\b System}\par
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
namespace {\b System.Drawing}\par
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
namespace {\b System.Xml}\par
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
namespace {\b System.Collections}\par
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
namespace {\b System.ComponentModel}\par
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
namespace {\b System.Windows.Forms}\par
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
namespace {\b System.Data}\par
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
namespace {\b Microsoft.DirectX}\par
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
namespace {\b Microsoft.DirectX.Direct3D}\par
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
namespace {\b D3D }\par
}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Classes\par
\pard\plain 

{
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
struct {\b GPU_NN.myownvertexformat}\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Structure Description: The structure here is defined so that when passing a vertex we know exactly what the form of the vertex actually looks like. \par
}}\par
\par}
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
class {\b GPU_NN.WinForm}\par
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid {\i {\s17\sa60\sb30\widctlpar\qj \fs22\cgrid 
Function Description: This method sets all the default information for our form and how to display it. it also sets up our device and vertexbuffer so that there are no unset variables. \par
}}\par
\par}
}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Defines\par
\pard\plain 

{
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
#define {\b DEBUG_VS}\par
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
#define {\b DEBUG_PS}\par
}
{\pard\widctlpar\brdrb\brdrs\brdrw5\brsp20 \adjustright \par}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Define Documentation\par
\pard\plain 
{\xe \v DEBUG_PS\:GPU_NN.cs}
{\xe \v GPU_NN.cs\:DEBUG_PS}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
#define DEBUG_PS}
}\par
{\bkmkstart AAAAAAAAAB}
{\bkmkend AAAAAAAAAB}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
}
{\xe \v DEBUG_VS\:GPU_NN.cs}
{\xe \v GPU_NN.cs\:DEBUG_VS}
\pard\plain \s4\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs20\cgrid {
{\b 
#define DEBUG_VS}
}\par
{\bkmkstart AAAAAAAAAC}
{\bkmkend AAAAAAAAAC}
{
\pard\plain \s51\li360\sa60\sb30\qj\widctlpar\qj\adjustright \fs20\cgrid 
}
\par \pard\plain 

\pard\plain \sect\sbkpage
\s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
\pard\plain \s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
My Documents/Visual Studio 2005/Projects/GPU_NN_vs2005/GPU_NN/Link.cs File Reference\par \pard\plain 
{\tc\tcl2 \v My Documents/Visual Studio 2005/Projects/GPU_NN_vs2005/GPU_NN/Link.cs}
{\xe \v My Documents/Visual Studio 2005/Projects/GPU_NN_vs2005/GPU_NN/Link.cs}
{\bkmkstart AAAAAAAAAD}
{\bkmkend AAAAAAAAAD}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Namespaces\par
\pard\plain 

{
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
namespace {\b GPU_NN}\par
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
namespace {\b System.Collections.Generic}\par
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
namespace {\b System.Text}\par
}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Classes\par
\pard\plain 

{
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
class {\b GPU_NN.Link}\par
}
\par \pard\plain 

\pard\plain \sect\sbkpage
\s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
\pard\plain \s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
My Documents/Visual Studio 2005/Projects/GPU_NN_vs2005/GPU_NN/Node.cs File Reference\par \pard\plain 
{\tc\tcl2 \v My Documents/Visual Studio 2005/Projects/GPU_NN_vs2005/GPU_NN/Node.cs}
{\xe \v My Documents/Visual Studio 2005/Projects/GPU_NN_vs2005/GPU_NN/Node.cs}
{\bkmkstart AAAAAAAAAE}
{\bkmkend AAAAAAAAAE}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Namespaces\par
\pard\plain 

{
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
namespace {\b GPU_NN}\par
}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Classes\par
\pard\plain 

{
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
class {\b GPU_NN.Node}\par
}
\par \pard\plain 

\pard\plain \sect\sbkpage
\s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
\pard\plain \s2\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs28\kerning28\cgrid 
My Documents/Visual Studio 2005/Projects/GPU_NN_vs2005/GPU_NN/Properties/Settings.Designer.cs File Reference\par \pard\plain 
{\tc\tcl2 \v My Documents/Visual Studio 2005/Projects/GPU_NN_vs2005/GPU_NN/Properties/Settings.Designer.cs}
{\xe \v My Documents/Visual Studio 2005/Projects/GPU_NN_vs2005/GPU_NN/Properties/Settings.Designer.cs}
{\bkmkstart AAAAAAAAAF}
{\bkmkend AAAAAAAAAF}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Namespaces\par
\pard\plain 

{
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
namespace {\b GPU_NN.Properties}\par
}
\pard\plain \s3\sb240\sa60\keepn\widctlpar\adjustright \b\f1\cgrid 
Classes\par
\pard\plain 

{
\pard\plain \s80\fi-360\li360\widctlpar\jclisttab\tx360{\*\pn \pnlvlbody\ilvl0\ls1\pnrnot0\pndec }\ls1\adjustright \fs20\cgrid 
class {\b GPU_NN.Properties.Settings}\par
}

\pard\plain \sect\sbkpage
\s1\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs36\kerning36\cgrid 
\s1\sb240\sa60\keepn\widctlpar\adjustright \b\f1\fs36\kerning36\cgrid Index\par 
\pard\plain 
{\tc \v Index}
{\field\fldedit {\*\fldinst INDEX \\c2 \\*MERGEFORMAT}{\fldrslt INDEX}}
}